Scratch and Sniff

Lego Star Wars II has been a recent favorite of mine. I adored the first game, the gameplay was that perfect balance between simple and fun while the cutscenes took the Star Wars Prequels and distilled them to their purest essence, a bunch of plastic men shaking their fists and making angry noises. Plus, no dialogue, which puts it leagues above the real Prequels. The second Lego Star Wars focuses on the Original Trilogy and while the gameplay has some new welcome additions, I'm still addicted to the cutscenes. Unlike the Prequels I actually enjoyed the original Star Wars movies, yet the Lego versions are still just as much fun. As I was playing, I caught myself wishing I could see the entire Star Wars movie redone with Legos. That's when I realized, I just saw it. I just sat through the entire Star Wars movie redone with Legos. Wait a minute, a movie? Wasn't I playing a game? What just happened? I felt like I had been tricked. Then I knew I had been tricked.

Cutscenes, we meet again.

My relationship with cutscenes can best be described as "complicated". On the one hand, there are several games where I genuinely enjoy the cutscenes. Some of my favorite games attained that status with many wonderful cutscenes. The Sly Cooper series has excellent animation and great gameplay, but what throws it over the top for me is the well done story told through the game's numerous cutscenes. Lego Star Wars is another good example where the cutscenes put it over the top into a really great game. If it weren't for the cutscenes, the game just wouldn't have the same feel. The tone of the game is set for the player with each new cutscene, "This is a fun lighthearted game, enjoy!" You'd be hard pressed to find a game from the past 5 years with a non-trivial story that didn't have a lot of cutscenes. And if the story is good, I'm thankful for them.

Yet when they're over, I can't help but feel just a little dirty. Sure it was entertaining, but was it a game? You could argue that it's part of the setting of the game, after all what I said above still rings true. A game wouldn't be the same without them. Yet, they're a bit superfluous. For instance, in Lego Star Wars II almost all the exposition happens in-between levels on the now familiar "opening crawl". Several paragraphs of text scroll slowly by the screen while the Star Wars fanfare plays. The text explains the story so far. And as soon as that text appears on the screen, a flashing "Press Start" appears at the top of the screen to show you how to skip it. It's like the designers knew you didn't care, and encouraged you to bail at the first available opportunity.

There's a large contingent of gamers, myself included, that get a little irate when you can't skip cutscenes. It wastes time, it keeps you from playing the game and it just plain feels rude. Why do the designers insist I watch their D-grade movie making skills in action? That's not what I'm here for! Even when the cutscene is enjoyable I still resent the design choice just a little, sometimes I just want to get to the action.

Still, my favorite games are heavy on story. Any game that manages to tell a story well gets played through by me even if the gameplay isn't up to the same level. So how do you tell a story without cutscenes? The main 3 storytelling methods that have been employed in games are cutscenes, text and "in-game". I put "in-game" in quotes because while I'm the first to stand up and cheer when I see a story being told in game, it almost always limits the story to a very simplistic plot. Even the crown jewel of this storytelling method, Half-Life, fails to do much with the game's plot.

What was Half-Life's story again? Chances are if you played the first one and didn't do any outside reading it would go like this "I pushed a shopping cart which made the place explode and aliens attacked. I killed a bunch of them while this creepy guy watched, then I transported to this planet where they hadn't invented ladders and fought a giant baby. Then the creepy guy propositioned me." Oversimplification? You bet, but that's the story most people I know walked away from the game with. Half-Life managed to tell a story in the game itself because it was so simplistic. The Sims is another perfect example of simplistic stories told in-game. Ever talked to someone about their Sims family? Odds are you'll get a very long a detailed story that is also very, very boring. Sure, all the basic elements are there, love, death, passion, betrayal, etc. However in The Sims it's just too generic. There are just no specifics to flesh out the stories. It's a very basic framework for a story. The Sims told as little story as necessary to move the gameplay along, which is exactly what Half-Life did.

Oddly enough I consider Half-Life 2 a member of the "cutscene" method of storytelling. It managed to tell a much more complex and well thought out plot but it forced you to sit through lengthy exposition conversations with the characters, which frequently felt like a cutscene despite being in control of the camera. While it's better than a normal cutscene as you're not forcibly removed from the game's point of view, at it's heart it's still a cutscene. Many games that are considered "in-game" storytellers end up falling into this camp.

Another method of storytelling is the text or dialogue method, where cutscenes are replaced with lots of text describing what's going on. Some of my favorite games have managed to tell stories this way, such as Planescape: Torment or Knights of the Old Republic. Most of the story is told in first person through snippets of conversation with various characters, similar to the recent book "World War Z". While this method allows you to weave a rich tapestry for your game world, you're still reading a book. And as much as I love Planescape: Torment there are times where it feels like the game should just flash up a screen that says "Read Chapter 3 and Press Start". Which I would gladly do, as Planescape: Torment's story is really well done, but it's still not playing a game. It's clicking to get to the next page of text. If that's a game then I've got an exciting opportunity for someone to fund my new game "Acrobat Reader 2: The Bloodening".

So text adventure, bad movie or "Baby's First Story"? Are those the only choices? If you want to tell a complex story in a game, the only options so far don't use the game to tell it. They're the modern equivalent of scratch and sniff cards. Pause the tape, scratch a card and smell. You can smell what's on the screen! Sure that cherry pie smells like a postcard with artificial cherry smell on it, but you can smell something! It's so far removed from the experience that it's hard to see the correlation. Worse, it's a gimmick. The game itself isn't really telling a story, it has to require some external apparatus to do the storytelling for it. And as long as there aren't any games telling worthwhile stories actually using the game itself, games will always be seen as second class citizens when it comes to their status as art.

However as much as I detest artificial cherry smell, it's still smelling something. And even if I'm reading a book in my lap while playing the game, I still enjoy reading books. If it's a well written story, it doesn't matter how it was delivered, I'll enjoy it. It just doesn't hit the spot though. It's not really the reason I play games, it's an enjoyable side trip. A diversion. I get my gameplay fix through playing the game, why can't I get my story that way too?

Bilge Cat
Donator V2.0
Farscry's picture
Location: Commanding at the Helm

Earthbound had scratch 'n sniff. It was fairly amusing.

Cutscenes don't bother me. Abuse of cutscenes, especially static ones with long dialogue (I'm looking at you, MGS series, with your damnable codec conversations), irritates me. A game that's half movie/half game (Final Fantasy comes to mind), well, if it's done well and I know about it going in, I can enjoy it.

Its good to be the Koning
Koning_Floris's picture
Location: gamerswithjobs.com

The problem with cutscenes for me, if I skip one, I skip them all. So if the first one isn't interesting enough, I'll never get to know the story of a game.

I liked the way Doom3 did it actually. I've read through every datapad and listened to every sound transmission I could find. That was great.

What I like the most are those internal sound transmissions, where you get part of the story while you can continue on playing the game.

I don't watch, I interact!

Junior Executive
Donator
Uberstein's picture
Location: Ft. Myers, FL

I love a well-done cutscene. I've always viewed them (when they're done well, at any rate) as the reward for finishing a difficult level.

One of my all time favorite games for cutscenes was Giants: Citizen Kabuto. The scenes with the little shriveled old guy (can't remember his name, darnit) were hilarious.

"I have not supped of Buffy, nor have I supped in any wise during the absence of Firefly. When Firefly returns again in glory, then shall I sup at the table of Whedon." - Fedaykin98

Office Linebacker
Donator V5.0
DFKQ's picture
Location: Edmonton

Good article, but your conclusion that games "don't use the game to tell" story comes without really offering any solution. Just how do you tell a good story (or a complex plot or whatever) using the game? I'm personally fine with cutscenes. Just like any story-telling device, if cutscenes are done well and used effectively I think they are a great tool.

Ragnar Tornquist has been discussing this topic lately on his blog, check it out.

Xbox Live: Bunkmancow

Server Ninja
Pyroman[FO]'s picture
Location: what

DFKQ wrote:
Good article, but your conclusion that games "don't use the game to tell" story comes without really offering any solution. Just how do you tell a good story (or a complex plot or whatever) using the game? I'm personally fine with cutscenes. Just like any story-telling device, if cutscenes are done well and used effectively I think they are a great tool.

Ragnar Tornquist has been discussing this topic lately on his blog, check it out.

Something like The Sims is a good start, but very basic. Another example is an MMO, plenty of stories are created in the game by the players actually playing the game. If the game is interesting enough you'll get a good story out of it. The trick is to make these stories well told and completely fleshed out.

"You just checked in to Hotel Califoni-getyourasskicked!" Steely Dan said to The Eagles

Executive
Donator V2.0
wanderingtaoist's picture
Location: Deep in Central Europe

PyromanFO wrote:
Something like The Sims is a good start, but very basic. Another example is an MMO, plenty of stories are created in the game by the players actually playing the game. If the game is interesting enough you'll get a good story out of it. The trick is to make these stories well told and completely fleshed out.

Try and read after-action reports of some of Paradox games , a great example of emergent stories, more advanced than The Sims. The combination of in-game scripted historical events and players' ambitions makes for an interesting read.

That said, both System Shock and System Shock 2 had a great way of telling a story. Sure, it was a lot of reading (or, in the second case, listening), but none of the diary entries were overly long and contained just enough info to keep the tension, atmosphere etc. high. Besides, you could read them at your own pace (or not at all), which was great. I actually remember looking forward to quieter, relaxed moments of SS2 just to be able to listen to unread diary entries.

Cutscene-wise, I quite enjoyed the idea in Psychonauts, using short sequences made in game engine to move the story forwards. It wasn't too disturbing and usually quite funny. I would say that long, high-production-value cutscenes are just a legacy of the past. In the past, when the graphics was primitive, lavish cutscenes (or even still pictures) were an award in itself. One of the main driving points for fulfilling all the missions for all houses in Dune 2 was for me to see the scenes with the new units in briefing screens:) Or hearing Darth Vader speak in X-Wing, what a joy it was ten years ago!

But now, in the days of DX10 and ninjastic graphic cards, cutscenes are not that important an award for a gamer anymore. I guess the companies will have to realize it sooner or later, because most of the time, it is just misspent money.

You can't take the sky from me.

Spondee Camper
Donator V2.0
wordsmythe's picture
Location: I turn once more to those who/ sneer at this my city, and I give them back the sneer...

I think you hit the nail on the head, Pyroman, even if you then hammered off in a different direction. That is, the problem isn't cutscenes, it's bad cutscenes. It's the "D-grade movie making skills," as you put it.

Here's the deal: I play games for the story. Interacting with the story (the more, the better) makes the story more engaging and thus more enjoyable. There are problems, though, in that sometimes the stories aren't very good, and other times (and sometimes, tragically, at the same time) the level of interaction is so shallow as to basically deprive the player of any agency at all. What I mean by that second problem is that when it comes to just jumping through hoops until you reach the next cut scene, you're barely interacting with the story anymore. At that level, you're basically just watching a bad movie--a movie that intentionally frustrates you for little reason.

Half-Life (among others) got around the agency problem by building it into the story. When you start to feel frustrated because you don't know what's going on or why these weird creatures are attacking you, you can think back and remember that Gordan Freeman is experiencing the same emotions! Similarly, when you've got a handle on the whole monsters thing, and you're starting to wonder "Why can't I just leave?" you turn a corner and find that you're being pinned in by commandoes with helicopters! The timing was a key element there, but it was good that the avatar's emotions could so closely parallel the player's emotions. Otherwise it would ahve just been another series of run, turn, shoot, shoot, turn, run, run, run, shoot....

Where the agency problem meets the problem of bad stories is where cutscenes are the most frustrating. It's those cutscenes where you don't have to watch, because the story is so cliché or predictable that you already know what's going to happen (I'm looking at you, FFX summoning cutscenes). Every game writer and designer should sit down before cutscenes are made and ask each other:
- Does this scene add something that the player doesn't already know?
- Does the scene give more information than the player needs?
- If this game were being watched by the MST3K crowd, what ways would they make fun of this scene?

Then again, I could just step the whole thing back and ask the studios why the whole HR department seems to be focused on programmers and not on writers. Of course, I am sitting in a cubicle wiping my [chin?] with my fancy English degree (with honors from a great school!), so I'm probably just bitter.

Elysium: The democratization of the web ... has installed an illusion of a digital first amendment that protects speech no matter how poorly spelled or stupid.
XBL: E Munnie
elementsofmeaning.blogspot.com

Unprncbl
Donator V2.0
Duoae's picture

Pyroman - Finally, someone who agrees with my views on the Half life 2 story. AFAIK it's still the first "viral/ARG" videogame in existance... I mean, the story (once it was fleshed out after HL) is pretty good, it's just that the games don't tell the story. One reason i feel that Valve are doing episodes now is to help fill out the holes a little rather than have to bring everything together into one crushing story block in a final 3rd game.

I also liked the way that the System Shock and Marathon series' (copied by Doom 3) did it with the PDA and message systems.

One game that had a combination of cutscene and inplay dialogue and did it really well (IMO) was Killzone. I bought it cheap after hearing bad things about it, but the direction of the cutscenes is above par and the inplay exposition really helps set the tone and mood of each chapter of the game.

A blog: by me!

What's a Tag?

How about allowing folks that want stories in games to skip the mediocore been there done that gameplay? Oh that's right you'd have a movie then.

It's Jolly Time
Donator V3.0
Jolly Bill's picture
Location: Allentown, PA

I'm surprised no one's brought up Dwarf Fortress yet

Server Ninja
Pyroman[FO]'s picture
Location: what

Quote:
I think you hit the nail on the head, Pyroman, even if you then hammered off in a different direction. That is, the problem isn't cutscenes, it's bad cutscenes. It's the "D-grade movie making skills," as you put it.
I agree with alot of what you say, but I think the fundamental assumption that story comes through cutscenes and our interactivity with the story is defined by how we can interact with cutscenes is the fundamental flaw I am trying to address. The cutscenes themselves are superfluous and gimmicky. No matter how well done, stopping the game to say "Hey, here's some story" is a cop out for actually telling the story with the game itself.

If the gameplay is rich enough, there is no division between the story being told and the game being played. Though I haven't played Dwarf Fortress yet, from the gameplay stories I've read it seems very much like what I'm talking about. As you play the game you are told a story through your actions. The story isn't seperate from your actions, or influenced by your actions it simply is your actions. The story is made up entirely of things you do as a player and the results of those actions. There are plenty of examples of this happening in gaming, though most of the examples are rudimentary. The basics are there though, and that's the direction I'd like to see more of.

"You just checked in to Hotel Califoni-getyourasskicked!" Steely Dan said to The Eagles

Bacon, Lettuce and DEATH!
Donator V3.0
KillerTomato's picture
Location: Florida, USA

Pyroman wrote:
There's a large contingent of gamers, myself included, that get a little irate when you can't skip cutscenes. It wastes time, it keeps you from playing the game and it just plain feels rude. Why do the designers insist I watch their D-grade movie making skills in action? That's not what I'm here for! Even when the cutscene is enjoyable I still resent the design choice just a little, sometimes I just want to get to the action.

As a virulent member of the contingent, I wholeheartedly agree. In particular, the JRPG tradition of lengthy, non-skippable, non-interactive cutscenes is one that pretty much precludes me from enjoying them. If I'm going to watch a movie, I'll rent a good one, thanks anyway.

Jolly Bill wrote:
I'm surprised no one's brought up Dwarf Fortress yet

I was about to say that it sounds like it fits Pyroman's specifications almost exactly. A very different, sometimes surprisingly compelling story with each new game.

Everything can be debated, but that doesn't necessarily mean it's debatable.
--Chuck Klosterman, Fargo Rock City

Junior Executive
Donator
vbl's picture

It's very easy to do cutscenes (and story in general) poorly.

Come to think of it, the last game where I actually liked the cutscnes was Max Payne.

Variable -> Veeble -> vbl

"Nice boys, guys." - Swampy